View Full Version : Bluestreak help
MMFSdjw
March 1st, 2008, 03:50 PM
I'm trying to use bluestreak in max 8 but it the listener runs out of memory.
I can't find the option to increase the memory for it.
Can yall help?
MMFSdjw
March 4th, 2008, 01:34 PM
So one knows anything about memory managment in max?
Martini-562
March 4th, 2008, 01:48 PM
I had that too, but then I got a link to the blitzkrieg exporter for max 8, which worked.
MMFSdjw
March 4th, 2008, 09:08 PM
Yeah, saddly I can't get that to work, either because I screwed up installing the DLLs or it doesn't work under win 64, it doesn't work. So, as far as I can tell my options are either install 32bit windows or get this memory thing sorted out. My assumption is that the later would be the easier.
bobbysoon
March 6th, 2008, 02:11 AM
3ds->Customize->Preferences->MAXscript->Memory->Initial Heap Allocation
Mine's at 7.5 (I got 3ds9, but that shouldn't matter)
MMFSdjw
March 6th, 2008, 02:44 AM
Yay, thanks so much.
Now on to problem number two.
It apears to not be exporting some of the objects.
Any idea why?
And yes, they are all linked to the frame properly.
bobbysoon
March 6th, 2008, 01:06 PM
I don't know. I'll guess they're in the same Region, and get squished together. There's a drop down text box on the top toolbal that's empty. I think what you're supposed to do is select faces and name their region in that box
What are you exporting?
MMFSdjw
March 6th, 2008, 06:02 PM
I"m exporting level geometry. I've not done any regions, I don't even know how to do that.
bobbysoon
March 6th, 2008, 06:58 PM
Not exporting all the objects? You got multiple meshes linked to the frame?
What exactly isn't getting exported?
Lets see your debug.txt, from the CE folder. Need more info
MMFSdjw
March 6th, 2008, 08:09 PM
All editable polys, all linked to the frame. Some of them are not exporting. There's nothing in the debug cause the only error I'm getting is more than 8000 open edges completely surrounding some of the objects. I know that those edges are not open so I can only assume that the objects are not getting exported.
bobbysoon
March 6th, 2008, 08:42 PM
Check the materials for those faces. Look up the ID in the multi material list. "!" means render only, and some other symbols can cause that. Refer to the HEK tut to see the symbol definitions
Seperate meshes can have their own multi materials applied to them, so render-only materials could be grouped and applied to the render geometry
Also make sure they're not flipped. If Backface Cull is unchecked in the mesh's properties, the faces will only be visable from the front side. You could also check "Show Normals" in the Selection panel. Lines will stick out of selected faces front sides
MMFSdjw
March 6th, 2008, 11:11 PM
I'm certain all the materials are set up and applied correctly because the areas that are getting open edges have not changed since the last successful export.
Unless the exporter is getting the materials out of order.
bobbysoon
March 7th, 2008, 11:09 PM
Do you have multiple collision meshes, and are they overlapping?
MMFSdjw
March 8th, 2008, 12:57 AM
This is level geometry, there are no collision meshes.
bobbysoon
March 8th, 2008, 12:50 PM
needs moar info
How about a screenshot, a list of objects, and a list of materials
MMFSdjw
March 8th, 2008, 01:53 PM
ok, here's the list of objects (http://www.wku.edu/~wilkidj/maps/objlist.jpg)
Imported wrl (http://www.wku.edu/~wilkidj/maps/wrl.jpg)
Those open edges are even going through some objects, not just around them so it looks like some objects are only being partialy exported.
There are 21 materials here is the list copied out of the jms file.
sc_steel
sc_detail_strips
sc_strips_wide
flourescent_backup
steel
sc_panel_strips
sc_strips_wide_a
sc_floorpanel
sc_strips_wide_light
steel@
oni_ladder^%
flourescent_backup!
sc_panel_strips_light
steel*
sc_floortile
+sky
sc_glass!
+exactportal
sc_steel!%
steel!
sc_floorpanel!
bobbysoon
March 8th, 2008, 08:10 PM
http://static3.filefront.com/images/personal/b/bobbysoon/86476/eilmdglhip.jpg
I flipped the big box's faces back the way they initially were, and used Boolean to subtract the smaller box.
Then I converted to Editable Mesh, selected all faces, and flipped them again
Then I turned an edge, because one face was a long sliver
Then I made all edges visable so you could see it better :)
The green box I notched up 0.1 on the z axis to be sure it wouldn't overlap with the big box
The red box is all bad. If it were multiple segments, and some faces were entirely outside the big box, they'd not be exported, or would otherwise cause tool to throw a fit
I think merging them is best, but I'm actually not sure, now that I think about it
Nice looking map, btw
MMFSdjw
March 8th, 2008, 10:08 PM
yeah, I know how to map. I'm certain that the map is built, textured and set up correctly.
And for what you're showing there, the error would more likely be clipping to no leaves but I'm getting open edges.
You can see and download previous versions of this map in this thread (http://www.h2vista.net/forums/showthread.php?t=8340).
Things that have changed since I last successfuly exported this map, switched to max8, 64bit XP, bluestreak and made some minor geometry changes(none of which are showing errors in the wrl.)
The only things in that list that i could see as causing this are 64bit XP and bluestreak.
bobbysoon
March 8th, 2008, 10:34 PM
try exporting an euber simple box map and see if that works. If it don't work and you're right about the 64bit whatnot, I'll shut up and leave it to the more techy members to figure out
MMFSdjw
March 9th, 2008, 03:20 PM
Alright, here it is then,
THIS (http://www.wku.edu/~wilkidj/maps/bluestreak1.jpg) exported and compiled with no errors.
THIS (http://www.wku.edu/~wilkidj/maps/bluestreak2.jpg) exported with about HALF of the edges being open.
bobbysoon
March 9th, 2008, 06:34 PM
If there's no open edges, no overlapping objects, no degenerate triangles, and no render materials on what's supposed to be sealed geometry, maybe the portals are screwing with things? I don't really know. I'd try exporting simple, and adding an object and exporting 1 at a time. Also, fix any seemingly-harmless warnings, like co-planars. They can cause other things to error.
MMFSdjw
March 12th, 2008, 05:01 PM
There are no errors outside of the open edges. And as a final test to make sure it's the exporter not the model, I exported a piece of scenery that has not changed at all since it last successfully exported.
http://www.wku.edu/~wilkidj/maps/bluestreakagain.jpg
On the left is the shot from max. two editable polies both linked to the frame.
on the right is in game. Clearly there is a difference. One entire object was exported and peices of the other are lost.
Bobbysoon, I appriciate you're effort. I wish someone who was more knowlegeable about bluestreak would put forth some.
As one final attempt, I've uploaded the max file here (http://www.wku.edu/~wilkidj/maps/solus_christus_c.max). It's for max8. If someone could simply export it and email me the jms I would be greatful. (djwguitarman@yahoo)
Thanks.
paintballakid5
March 13th, 2008, 02:18 PM
i had aproblem kinda like this awhile back... i don't know if it the same thing but here it goes:
convert it to an editable Mesh... cuz Halo/tool hate editable poly... it makes some of ur models only half of what they are.. try that just convert it to an editable mesh, and give it a go!
:D
bobbysoon
March 13th, 2008, 11:28 PM
Some of those objects are editable polys, some have modifiers, and some materials are not in material groups. Also, you have your bsp divided into multiple objects. Correct me if I'm wrong, but welding doesn't occur automatically
MMFSdjw
March 14th, 2008, 04:05 AM
Halo/tool hate editable poly
You mean bluestreak doesn't like editable poly. I've use editable poly for the majority of my maps and have never run into an error like this.
Or maybe you mean max 8 doesn't like it or maybe 64bit windows, cause those three things are the only things that have changed since i last successfully got this thing through.
I've always left modifiers uncollapsed, always used multiple objects, multiple materials, some multi, some standard. Welding doesn't occur, it doesn't have to as long as the edges meet exactaly.
You can't tell me that halo/tool don't like these things because I've been doing this exactaly the same way for years and I have never experienced a problem like this.
All of the colidable materials on the bsp are in the same multi material. The only ones that are not are the sky and exact portals. So I attached the bsp all down to one object and converted it to editable mesh and this is what I got.
03.13.08 02:20:37 tool pc 01.00.00.0609 ----------------------------------------------
03.13.08 02:20:37 reference function: _write_to_error_file
03.13.08 02:20:37 reference address: 42ca20
03.13.08 02:20:37 Couldn't read map file './toolbeta.map'
03.13.08 02:20:38 EAX: 0x00000000
03.13.08 02:20:38 EBX: 0x04931501
03.13.08 02:20:38 ECX: 0x00000000
03.13.08 02:20:38 EDX: 0x00000000
03.13.08 02:20:38 EDI: 0x0012F2D0
03.13.08 02:20:38 ESI: 0x00000000
03.13.08 02:20:38 EBP: 0x0012F1A8
03.13.08 02:20:38 ESP: 0x0012F19C
03.13.08 02:20:38 EIP: 0x7D61D6C2, C2 08 00 8D ?????
03.13.08 02:20:38 EXCEPTION halt in .\intermediate_geometry.c,#444: triangle->material_index>=0 && triangle->material_index<old_material_count
Atleast it's not open edges.
I convert it back to poly and the open eges are back.
I carefuly looked at which edges were showing as open in hopes of finding some pattern but I can't. It's not where objects join or materials or smoothing groups or hard angles or renderonly materials or anything else I can think of. Oh, and also the many of the edges that are open change each time I export.
*sigh* :'(
Lightning
March 14th, 2008, 11:16 AM
Collapse ALL modifiers, and convert to editable mesh.
That will probably solve your problems. If anything, it's worth a shot.
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